Last week, we concluded the
#MW3RankedPlay Weapon Evaluation, a collaborative effort from Sledgehammer Games,
@Treyarch, and
@CODLeague to increase weapon variety in Multiplayer Ranked Play.
Today, we’re excited to share the evaluation results and our next steps based on the data and feedback we collected 👇
Throughout the evaluation, we monitored several key performance metrics, such as pick rate, K/D ratio, K/D ratio over distance, and more. These metrics were then compared against the existing Ranked Play weapons pool to assess the impact on the overall competitive experience. Using the evaluation data and your feedback, we made informed weapon balance adjustments you’ll see roll out in upcoming updates, including the Season 3 Reloaded update tomorrow.
Pick Rate
At the start of the evaluation, players continued to use weapons they were comfortable with. The MCW maintained dominance at a 40% pick rate. In second place was the WSP Swarm, at 17%, and in third place was the Rival-9, at 15%.
Once the evaluation was complete, MCW usage nearly halved, and new contenders - the Holger 556 and BP50 - entered the top three of the distribution with a significantly decreased gap. These are encouraging results toward our goal of widening the meta weapon choice, particularly in the Assault Rifle category, in Ranked Play.
Kills/Deaths Ratio
Another vital statistic is the K/D ratio of each weapon. Diverse weapon usage is a positive indication, but we need balance among the weapons to ensure the experience doesn’t deteriorate to where it was before the new additions to the pool. Weapons that excel at ranged engagements tend to have a higher overall K/D ratio than their specialized, close-range counterparts. Excitingly, the top four performing weapons were new additions despite the hardened skill of existing weaponry.
When evaluating whether a weapon is balanced, we often look at its K/D ratio over distance to determine whether it’s within the role carved out for it by our Design team. Typically, Assault Rifles should outperform Submachine Guns at a distance and vice versa, although this isn’t always true in cases such as the BP50, a hybrid weapon by design.
What We Learned & Next Steps
Looking at the bigger picture, we recognize that SMGs are underperforming compared to ARs. One of the first changes from this observation is reducing hipfire accuracy for ARs in the Season 3 Reloaded update, weakening their close-range viability where we intend for SMGs to excel.
During our evaluation of individual weapons, the MCW stood out uniquely, with a significantly increased K/D ratio for high-skill players versus low-skill players. This observation is one of the reasons for the recent headshot damage multiplier reduction. The MCW is highly dependent on the player’s skill. By bringing it down a notch and introducing more options to the meta, we create a smoother experience for players of all skill levels.
Ultimately, data only tells one side of the story, with multiple conclusions to draw from it.
In many cases, player feedback is the most crucial piece of the puzzle. Given the results shared above and your experience in the evaluation, which weapons would you like to see added to Ranked Play? What adjustments are needed before you consider a weapon for Ranked Play?
Thanks for your time. We’ll see you online in
#MW3 ❤️